Author Topic: A&A OpenGL Development  (Read 6539 times)

LysleShields

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A&A OpenGL Development
« on: December 27, 2013, 11:40:45 AM »
Everyone might know I've posted an update to the OpenGL port at http://wp.me/p3br5A-2v/

Yokai

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Re: A&A OpenGL Development
« Reply #1 on: February 02, 2014, 08:53:04 AM »
Everyone might know I've posted an update to the OpenGL port at http://wp.me/p3br5A-2v/

My oppinion?

I don't mind OpenGL IF you give the option to set different texture filterings, lets say, Linear, Nearest, whatever.
I can't stand blurry borders on sprites. I love seeing pixels in my screen. And that is actualy one of the features I like from A&A or for any other 199x game.

But don't missunderstand me. I also like fancy effects such as dynamic lights, decals, projectile trails and such.
You can take a look at EDGE Engine. It works under OpenGL but you can choose the filtering style, as well as activate/deactivate graphical effects like dynamic lights and so.


About high res, I don't mind playing at 320x200 or 1366x768. Maybe I prefer a little bit 320x200 because looking a fuzz of pixels in the distance is some way to simulate the viewing limit of our eyes. Also, seeing that fuzz makes me to inmerse more in the game like "Oh noes, something is moving in the distance!!! What the hell is that? Should I get closer or leave it?"

It makes the game more RPG-ish to not know what is in the far distance.

LysleShields

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Re: A&A OpenGL Development
« Reply #2 on: February 02, 2014, 09:56:32 AM »
I agree.  I don't like the blurry edges of objects either.  I talked about this subject on the blog here:  http://amuletsandarmordev.wordpress.com/2013/09/20/questioning-high-res-and-3d-acceleration/

In general, I think I'm finding a group of settings that are going to be agreeable to all.  But, yes, there is no reason why other settings cannot be put in there to control the fuzz factor.

Yokai

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Re: A&A OpenGL Development
« Reply #3 on: February 02, 2014, 11:45:54 AM »
I agree.  I don't like the blurry edges of objects either.  I talked about this subject on the blog here:  http://amuletsandarmordev.wordpress.com/2013/09/20/questioning-high-res-and-3d-acceleration/

In general, I think I'm finding a group of settings that are going to be agreeable to all.  But, yes, there is no reason why other settings cannot be put in there to control the fuzz factor.

Reading your I want to see less walls post, I find it really troublesome.

Why not leave OpenGL for later on? Other than graphical effects, what other features could OpenGL give to us in this game?

I think that a scripting language implementation would be a way better thing to work on now, increasing the game editing possibilities a lot.
Or even give the game the chance read the .map .lit and etc... files of each map from inside a WAD or PK3.

Just saying my opinion.
« Last Edit: February 02, 2014, 11:55:28 AM by Yokai »

peewee_RotA

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Re: A&A OpenGL Development
« Reply #4 on: February 03, 2014, 06:20:36 AM »
Now that it has come up. I was surprised to read the opengl portion. The path of least resistance for doomclones to update their graphics is normally a zdoom, jdoom, doomsday port.

Obviously it's not entirely a doomclone, but I think it's a suggestion worth making.


I mean you get more freedom building it from scratch, so I'm totally supportive.

LysleShields

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Re: A&A OpenGL Development
« Reply #5 on: February 06, 2014, 09:52:07 AM »
Why not leave OpenGL for later on? Other than graphical effects, what other features could OpenGL give to us in this game?

I think that a scripting language implementation would be a way better thing to work on now, increasing the game editing possibilities a lot.
Or even give the game the chance read the .map .lit and etc... files of each map from inside a WAD or PK3.

Just saying my opinion.
I certainly understand that line of logic.  However, the number of comments about the low resolution (ignoring the low quality) graphics has been very high.  Plus, I also find doing OpenGL very intriguing.  I do also want to get Lua in there so work like peewee_RotA can be done much more easily.

Now that it has come up. I was surprised to read the opengl portion. The path of least resistance for doomclones to update their graphics is normally a zdoom, jdoom, doomsday port.

Obviously it's not entirely a doomclone, but I think it's a suggestion worth making.

I mean you get more freedom building it from scratch, so I'm totally supportive.
I'm using their code base as a reference, yes.


Right now, however, I my work has been keeping me pinned from working on this project.  The goose that lays the golden eggs must be fed first.